My Best Clash Royale Deck

Deck Check Rating

Attack
Mediocre
Defense
Good
Synergy
Bad
Versatility
Mediocre
F2P score
Mediocre

3 problems 2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Electro Dragon

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Cannon

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Elixir Golem Electro Dragon Goblinstein

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Elixir Golem

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows Rage Tornado

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elixir Golem

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elixir Golem

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Electro Dragon

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Elixir Golem
Giant Snowball
Skeletons Cannon Electro Dragon
Zap
Skeletons Cannon
Barbarian Barrel
Skeletons Cannon Elixir Golem
The Log
Skeletons Cannon Elixir Golem
Earthquake
Skeletons Cannon Elixir Golem
Arrows
Skeletons
Royal Delivery
Skeletons Elixir Golem Electro Dragon
Fireball
Cannon Elixir Golem Electro Dragon
Poison
Cannon Elixir Golem Electro Dragon
Lightning
Cannon Electro Dragon Goblinstein
Rocket
Electro Dragon

Against air swarms

Spells and units that can counter air swarms.

Arrows Tornado Electro Dragon

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Tornado Electro Dragon

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Elixir Golem Rage Tornado

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Skeletons Rage Arrows Cannon Elixir Golem Tornado Electro Dragon Goblinstein

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

9 Skeletons Rage Arrows Cannon

Attack Synergies 1 5

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Arrows
Elixir Golem
Cannon
Elixir Golem
Rage Arrows Tornado Electro Dragon
Rage
Elixir Golem Electro Dragon
Tornado
Elixir Golem Electro Dragon
Electro Dragon
Elixir Golem Rage Tornado
Goblinstein

Defense Synergies 1 6

Skeletons
Cannon Tornado Electro Dragon
Arrows
Cannon Tornado
Cannon
Skeletons Arrows Electro Dragon
Elixir Golem
Rage
Tornado
Skeletons Arrows Electro Dragon
Electro Dragon
Skeletons Cannon Tornado
Goblinstein

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Cannon Electro Dragon
Skeletons Cannon Electro Dragon
Cannon Tornado Skeletons Electro Dragon
Cannon Skeletons Electro Dragon
Arrows Tornado
Arrows Tornado Skeletons Cannon Electro Dragon
Tornado Arrows Cannon Electro Dragon
Arrows Cannon Electro Dragon
Cannon Skeletons Tornado
Tornado Skeletons Cannon
Skeletons Arrows Cannon Tornado Electro Dragon
Arrows Tornado Electro Dragon
Cannon Skeletons Electro Dragon
Arrows Cannon Tornado Electro Dragon
Cannon
Tornado Cannon
Skeletons Arrows Cannon Tornado Electro Dragon
Arrows Cannon Tornado Electro Dragon
Arrows Tornado Cannon Electro Dragon
Cannon Tornado
Arrows Cannon Electro Dragon

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons
Arrows Electro Dragon
Skeletons Electro Dragon
Tornado
Skeletons Cannon
Arrows Skeletons Tornado Electro Dragon
Skeletons
Electro Dragon Skeletons Tornado
Skeletons Cannon
Electro Dragon
Arrows Tornado
Skeletons Cannon
Cannon Electro Dragon
Electro Dragon Skeletons Tornado
Arrows Cannon Electro Dragon
Arrows Cannon

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Electro Dragon
Arrows
Arrows Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Tornado
Arrows Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado Electro Dragon
Arrows Tornado
Arrows Tornado Electro Dragon
Electro Dragon
Arrows Electro Dragon
Arrows Electro Dragon
Arrows
Electro Dragon
Arrows Tornado Electro Dragon
Arrows
Electro Dragon
Arrows Electro Dragon
Arrows Tornado
Electro Dragon
Electro Dragon Tornado
Tornado Electro Dragon
Electro Dragon Tornado
Electro Dragon

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